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how to fix?Imported SWF loses interactive features
I have been working on this for a while. I want to import a swf to a MC on a main stage while keeping its interactive qualities. Is this even possible? I have found so many tutorial on this but they don't talk about loading a dynamic SWF with attached sounds and drag n drop
they only refer to static images ect.
I have tried this
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_root.createEmptyMovieClip("blank_mc", 1);
with (blank_mc){
_x=60;
_y=40;
}
loadMovie("MY.swf", blank_mc);
and
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_root.button.onRelease = function (){
_root.loadMovie("MY.swf", Blank_mc.getNextHighestDepth());
}
They all DO import the SWF but the swf is lifeless. I cannot use the Drag and Drop not attached sounds. Now, I can bring back the
drag and drop after re-pathing the sub SWF but I cant get the sounds to play.
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_root.Blank_mc.word0.onPress = function() {
startDrag(word0); sound0 = new Sound();
sound0.attachSound("I"); sound0.start();
};
_root.Blank_mc.word0.onRelease = function() {
stopDrag();
for(var x=0;x!=10;x++){
if (_root.Blank_mc.word0.hitTest(_root["drop"+x]))
soundSeq[x] = sound0;
}
};
what am I doing wrong? (probably alot! hehe)
Please, Any help would be soo much appreciated
Mark
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Flashmatics
assuming everything works when the swf you are loading is tested alone..then its most likely a scope issue..put this in the beginning of the first frame of the actions layer in the external swf that you are loading ..
this._lockroot = true;
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Pure genius.
But there is still one more hurdle. It doest keep the attached sounds. sounds on buttons are fine though
what could this be?
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Flashmatics
put the sounds in the main swf library instead ..
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sounds logical.
I guess I will be posting about pre loaders soon then, since I will have HUNDREDS of sound files.
Thanks!
Mark
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sounds logical.
I guess I will be posting about pre loaders soon then, since I will have HUNDREDS of sound files.
Thanks!
Mark
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